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Add all new AFX files
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143
Engine/source/afx/util/afxParticlePool.h
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143
Engine/source/afx/util/afxParticlePool.h
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#ifndef _AFX_PARTICLE_POOL_H_
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#define _AFX_PARTICLE_POOL_H_
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class afxParticlePoolData : public GameBaseData
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{
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private:
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typedef GameBaseData Parent;
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public:
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enum PoolType
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{
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POOL_NORMAL,
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POOL_TWOPASS
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};
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U32 pool_type;
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LinearColorF base_color;
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F32 blend_weight;
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public:
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/*C*/ afxParticlePoolData();
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/*C*/ afxParticlePoolData(const afxParticlePoolData&, bool = false);
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/*D*/ ~afxParticlePoolData();
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virtual void packData(BitStream*);
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virtual void unpackData(BitStream*);
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virtual bool allowSubstitutions() const { return true; }
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static void initPersistFields();
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DECLARE_CONOBJECT(afxParticlePoolData);
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DECLARE_CATEGORY("AFX");
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};
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typedef afxParticlePoolData::PoolType afxParticlePool_PoolType;
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DefineEnumType( afxParticlePool_PoolType );
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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struct Particle;
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class ParticleEmitter;
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class afxChoreographer;
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typedef Vector<ParticleEmitter*> ParticleEmitterList;
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class afxParticlePool : public GameBase
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{
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typedef GameBase Parent;
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class ObjectDeleteEvent : public SimEvent
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{
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public:
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void process(SimObject *obj) { if (obj) obj->deleteObject(); }
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};
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struct SortParticlePool
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{
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Particle* p;
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F32 k; // interpreted differently depending on rendering method
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ParticleEmitter* emitter;
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};
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private:
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afxParticlePoolData* mDataBlock;
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afxParticlePoolData* key_block;
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U32 key_index;
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ParticleEmitterList emitters;
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afxChoreographer* choreographer;
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S8 sort_priority;
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static Vector<SortParticlePool> orderedVector;
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static int QSORT_CALLBACK cmpSortParticlePool(const void* p1, const void* p2);
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S32 mCurBuffSize;
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GFXVertexBufferHandle<GFXVertexPCT> mVertBuff;
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S32 mCurBuffSize2;
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GFXVertexBufferHandle<GFXVertexPCT> mVertBuff2;
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protected:
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virtual void prepRenderImage(SceneRenderState*);
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void pool_prepBatchRender(RenderPassManager*, const Point3F &camPos, const LinearColorF &ambientColor);
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void pool_renderObject_Normal(RenderPassManager*, const Point3F &camPos, const LinearColorF &ambientColor);
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void pool_renderObject_TwoPass(RenderPassManager*, const Point3F &camPos, const LinearColorF &ambientColor);
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virtual bool onAdd();
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virtual void onRemove();
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void renderBillboardParticle_blend(Particle&, const Point3F* basePnts, const MatrixF& camView, const F32 spinFactor,
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const F32 blend_factor, ParticleEmitter*);
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void renderBillboardParticle_color(Particle&, const Point3F* basePnts, const MatrixF& camView, const F32 spinFactor,
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const LinearColorF& color, ParticleEmitter*);
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public:
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/*C*/ afxParticlePool();
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/*D*/ ~afxParticlePool();
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virtual bool onNewDataBlock(GameBaseData* dptr, bool reload);
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void addParticleEmitter(ParticleEmitter*);
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void removeParticleEmitter(ParticleEmitter*);
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void setChoreographer(afxChoreographer* ch) { choreographer = ch; }
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void setKeyBlock(afxParticlePoolData* db, U32 idx) { key_block = db; key_index = idx; }
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bool hasMatchingKeyBlock(const afxParticlePoolData* db, U32 idx) const { return (db == key_block && idx == key_index); }
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void updatePoolBBox(ParticleEmitter*);
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void setSortPriority(S8 priority);
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DECLARE_CONOBJECT(afxParticlePool);
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DECLARE_CATEGORY("AFX");
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};
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#endif // _AFX_PARTICLE_POOL_H_
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